The Woot Pool Created 17 years ago2006-07-15 22:04:09 UTC by Soup Miner Soup Miner

Created 17 years ago2006-07-15 22:04:09 UTC by Soup Miner Soup Miner

Posted 17 years ago2006-07-15 22:04:09 UTC Post #190255
I felt like converting a bunch of Source crap and made part of a HLDM map with it. I don't know if I'll actually finish it but I really like how it looks now. Cheggit.
User posted image

The water looks amazing ingame. I know it doesn't show with the screenshot but there's 3 layers of water there, 2 func_conveyers and a func_water. Ingame it actually looks pretty close to Source water(minus the reflections of course).
PS: Woot for big empty areas.
Posted 17 years ago2006-07-15 23:50:23 UTC Post #190272
The textures look ?ber, are they from Rim's?

Do you have the conveyors intersecting the func_water, or would that cause nasty uglies?
Posted 17 years ago2006-07-15 23:59:28 UTC Post #190275
No, I converted the textures myself. They are left in their original glory, 512 x 512 and shrunken to .25 for Souce quality(except for the floor, which has been preshrunk to 256 x 256 and is only .5 ingame). the water is overlapping itself, thanks to the transparency there is no texture fighting.
Posted 17 years ago2006-07-16 07:44:40 UTC Post #190333
The screenshot looks rather dull really, the colors aren't fresh or pool-like. But the conveyor water trick works nice, ah? ;) I used it several times in The Playtest, only without an added func_water.
Posted 17 years ago2006-07-16 09:46:26 UTC Post #190344
when I try to add anything bigger than 256x256 i get errors like too big texture.
Posted 17 years ago2006-07-16 14:38:22 UTC Post #190360
Those wall textures look astounding!
Posted 17 years ago2006-07-16 15:01:30 UTC Post #190361
they're just HL2 ports
Archie ArchieGoodbye Moonmen
Posted 17 years ago2006-07-16 15:44:42 UTC Post #190369
yeah, but they still look good :D
Posted 17 years ago2006-07-16 17:47:48 UTC Post #190384
when I try to add anything bigger than 256x256 i get errors like too big texture.
You just get a warning. I get those all the time. They don't actually affect the compile.

Captain P, most indoor pools that I have been to have that same aqua green lighting. Sorry if it doesn't look fresh(fresh? Like clean?), I just based it off of my experiences.
Posted 17 years ago2006-07-17 10:27:36 UTC Post #190493
Yeah, fresh as in clean. Perhaps it's the strong dark-greenish tone of the screenie that makes it look like muddy water, or the greyish water surface itself. Try some more blueish or more intense greenish?
Posted 17 years ago2006-07-19 07:48:14 UTC Post #190777
512 x 512 textures get filtered by the game and get kinda weird. 256 x 256 is the best size because its the largest size the game can handle before it mip-maps them down in resolution.

The lights under the water need a sprite. With the right spritework, you can make it look glossy, but not entirely reflective.
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-19 08:17:30 UTC Post #190781
The walls and celing needs something, they look too plane. Otherwise it's ok
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